You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I usually use URP and have had no problems with the UI Outline shader, even for large rings of outlined effects.
In a test project using built-in render pipeline, I noticed that there was a 1px wide artifact at the outer edge, most of the way around the outline mesh. I tried every parameter I could think of, to remove the artifact. It seems like the kind of artifact from a UV-coord edge being set to a "Repeat" wrap value, instead of a "Clamp" value.
In the end, I made the mesh-generating code just generate UV coordinates from V=0f to V=0.98f instead of 0f to 1f, but that's an unsatisfying hack to work around the issue. I didn't have ASE to dig into the shader to see if there was an easy fix to clamp the UV at the outer edge.
The text was updated successfully, but these errors were encountered:
I usually use URP and have had no problems with the UI Outline shader, even for large rings of outlined effects.
In a test project using built-in render pipeline, I noticed that there was a 1px wide artifact at the outer edge, most of the way around the outline mesh. I tried every parameter I could think of, to remove the artifact. It seems like the kind of artifact from a UV-coord edge being set to a "Repeat" wrap value, instead of a "Clamp" value.
In the end, I made the mesh-generating code just generate UV coordinates from V=0f to V=0.98f instead of 0f to 1f, but that's an unsatisfying hack to work around the issue. I didn't have ASE to dig into the shader to see if there was an easy fix to clamp the UV at the outer edge.
The text was updated successfully, but these errors were encountered: